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Vir­tual humans, rela­tional robots, brain imaging devices, and mobile eye-​​tracking tech­nolo­gies were among the inno­v­a­tive research projects high­lighted at a day­long con­fer­ence at North­eastern that explored the inter­sec­tion of emo­tion sci­ence and technology.

The rapid growth of mobile devices and big data is changing how inter­ac­tive games are devel­oped, sold, and played. Now, a new book from North­eastern fac­ulty lays the foun­da­tion for one of the world’s most rapidly inno­vating fields.

Northeastern’s grad­uate campus in Seattle hosted an event last Wednesday fea­turing experts from acad­emia and industry who dis­cussed how to expand the capa­bility and breadth of video games that make a soci­etal impact in areas like health and education.

Microsoft, cre­ator of the Xbox Live — an online mul­ti­player video gaming and dig­ital media delivery ser­vice — has announced it would offer main­stream tele­vi­sion pro­gram­ming to its sub­scribers, cre­ating direct com­pe­ti­tion with tra­di­tional cable ser­vices. Magy Seif El-​​Nasr, asso­ciate pro­fessor of game design and inter­ac­tive media with joint appoint­ments in the Col­lege of Arts, Media and Design and the Col­lege of Com­puter and Infor­ma­tion Sci­ence at North­eastern, explains the new fea­tures and how they might impact tra­di­tional cable offerings.

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